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Import some NiGHTS stuff from some-more-nights-fixes, so I can delete that old branch.
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2 changed files with 12 additions and 3 deletions
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@ -768,8 +768,16 @@ static void resynch_read_player(resynch_pak *rsp)
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players[i].mo->scalespeed = LONG(rsp->scalespeed);
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// And finally, SET THE MOBJ SKIN damn it.
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players[i].mo->skin = &skins[players[i].skin];
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players[i].mo->color = players[i].skincolor;
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if ((players[i].powers[pw_carry] == CR_NIGHTSMODE) && (skins[players[i].skin].sprites[SPR2_NGT0].numframes == 0))
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{
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players[i].mo->skin = &skins[DEFAULTNIGHTSSKIN];
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players[i].mo->color = skins[DEFAULTNIGHTSSKIN].prefcolor; // this will be corrected by thinker to super flash
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}
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else
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{
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players[i].mo->skin = &skins[players[i].skin];
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players[i].mo->color = players[i].skincolor; // this will be corrected by thinker to super flash/mario star
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}
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P_SetThingPosition(players[i].mo);
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}
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@ -666,7 +666,8 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
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if (skins[player->skin].sprites[SPR2_NGT0].numframes == 0) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin.
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{
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player->mo->skin = &skins[DEFAULTNIGHTSSKIN];
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player->mo->color = ((skin_t *)(player->mo->skin))->prefcolor;
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player->mo->color = skins[DEFAULTNIGHTSSKIN].prefcolor;
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player->mo->radius = FixedMul(skins[DEFAULTNIGHTSSKIN].radius, player->mo->scale);
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}
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player->nightstime = player->startedtime = nighttime*TICRATE;
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